Fixed timing issue in battle AI which could cause the attacking AI in port sieges to stop updating.

Substantially reduced free hits from enemies in battles, when moving a unit through enemy units (without attacking them), so units can disengage with less penalty.

Smaller and depleted AI controlled forces are now less likely to survive auto-resolved battles in Campaign modes.

Cavalry can no longer capture Victory Points in battles while mounted. They can still neutralise the Victory Points if they were previously in enemy control, and capture Victory Points when dismounted.

The size / radius of capture points has been increased in Coastal battles.

Fix for some instances of passive AI during River Crossing battles, when the AI is defending.

Fixed issue which prevented reinforcement artillery ships deploying.

Fixed issue in Siege Battles where the AI attempted to use breaches and gates which they could not reach.

In Battles, the number of ranks now factor into bracing mass bonus for collision system, i.e. thin lines will make you lose your bracing bonus against cavalry charges from the front

Fixed chasing down of routers at the end of battles, so they engage in combat more often and can be killed more easily.

Satrapies can no longer sign peace treaties with the enemies of their overlord (but still able to automatically make peace if their overlord signs a peace treaty with the enemy) in Campaign modes.

Units in Testudo formation will now respond to an order to attack city gates in a City Assault battles.

Men throwing torches to ignite gates in battles, now have less chance of failing to throw their torches and hit the gate, if ordered more than once to ignite the same gate.

AI houses can no longer secure promotions without first meeting the required age and rank in Campaign modes.

Removed old concealed by distance logic, that was incompatible with the newer visibility system. For example, units that are visible at range could look like they were hidden on their user interface, when they could be seen.

Pikemen can move out of melee when pike phalanx is active in battles. For example, If only one of the pikeman is attacked, the entire unit will no longer start to be unresponsive to orders.

Improved responsiveness of Siege Equipment when dropped and picked back up multiple times.

In Campaign modes, the number of siege equipment entries is now capped to be the length of the siege - 1

Further improvements to AI collision detection with Deployables in battle.

Units that charge while in formation (e.g. block formation) stop sooner on contact with the enemy, to reduce "blobbing" where units converge into a disorganised brawl.

Fixed bug with missile units on ships not firing on enemies reliably during battles.

Fixed bug with ship artillery not firing on buildings reliably in battles.

Fix for ships surviving on the campaign map after sinking on the battle map.

Fix missile ships getting stuck when targeting land units just outside of their range.

Reduced the chance of AI (enemy) reinforcements and the players reinforcements joining a battle from the same location and therefore engaging in combat instantly in battles from Campaign modes.

Balancing Changes

Hit points for all units have been increased in combat.

Melee defence has been reduced for most melee cavalry units and for some elite infantry units.

Fatigue for running and being in combat has been increased in battles.

Further tweaks and rebalancing has been made to unit morale in battles.

Elite infantry morale has been reduced slightly during battles.

Experience level thresholds have been increased for units.

Special ability cool down times have been re-balanced in battles.

Building costs have been updated to reflect the changes in building effects in Campaign modes.

Morale bonuses from training and religious building chains have been reduced in Campaign modes. Instead, these buildings now give more varied bonuses to the units.

Cost of experience bonuses for Custom and Multiplayer battles have been reduced.

Squalor and food consumption have been rebalanced (reduction for higher-level buildings) in Campaign modes.

The Headhunt ability has been re-balanced in battles.

The charge bonus for Celtic, Briton and Germanic units have been reduced.

The masses of horses and men on the battlefield have been made more reasonable.

Reduced the mass of camel units in battle.

Usability Improvements

The Balance Of Power bar on the Diplomacy screen now shows the correct ratio, rather than just 50/50.

Improved the desynchronisation detection in Multiplayer Campaign mode, and players are now given a popup message when a desynchronisation has occurred, with the options to resynchronise the game to continue, or quit the game.

When the host leaves the team lobby in Quick Battle multiplayer mode, a new host is found.

Improved multiplayer compatibility between players who own the Greek States DLC and those who don't.

In Multiplayer Ambush Battles, if Player 1 clicks the "Start Battle" button, and the Player 2 waits for the timer to run out for the battle to start, Player 2 will no longer be locked into Cinematic Mode with limited user interface controls.

All battles now end 5 seconds after the victory is decided (This used to be 10 seconds).

In Multiplayer Land Battles, when deployment is over, enemy armies will no longer be visible, when they are supposed to be hidden, for a couple of seconds before fading out.

In Multiplayer battles, a player who has conceded defeat will now turn into a spectator. They can then exit the battle if they want to.

Fix for battle music getting paused while in slow battle speed.

When on the campaign map, if an agent is placed close to the edge of an enemy settlement as it expands (builds a building in a construction slot) the agent is now teleported out of the way of the expansion, so they do not become stuck within the settlement. If the agent was already stuck in an expanded settlement before this update, they will remain stuck, and have to be disbanded. This update will prevent this situation from happening in the future.

Improved some visual effects for during battles. Better burnt version of buildings with burning embers, and running water down roofs and vertical surfaces in rain.

Damaged visual effects have been improved on the campaign.

Fixed Briton Chariot unit attributes.

Fix for Scythian horse unit variation.

The achievements "Noble Master", "Spymaster" and "Champion of the Gods" now unlock sooner after their requirements have been met.

Fix for the Campaign map terrain disappearing when repeatedly toggling between the Campaign Map and Campaign Tactical Map.

Province level bonuses (such as edicts with food bonuses) are now taken into account in the food level displayed in a province overview in Campaign modes.

Settlement labels on the campaign map are now positioned more accurately and no longer get offset from the settlements.

In the Province panel in Campaign modes, provinces can now be sorted by their level of food production.

Several Eastern buildings now correctly consume food (instead of either not consuming anything or giving contradicting public order effects) in Campaign modes.

The Qanat building (in the Eastern agricultural chain) now produces a small amount of food in campaign mode.

The warning message that informs the player that they are not researching any technology when they press the "End Turn" button in Single Player Campaigns is now also displayed in Multiplayer Campaigns.

The players armies in Ambush stance will no longer move by themselves in Campaign modes, which happened on rare occasions.

Fix for user interface bug showing the wrong tax level on the Province Details panel when the "Tax province" button was ticked in Campaign modes.

Culture conversion coming from some characters now correctly shows up as "character" in the culture tooltip, no longer as "building".

In Campaign modes, the culture that Consecrated Grounds belong to is now displayed in their title, to make it clearer why they need to be converted.

The "Reduces slave population decline" icon in the information panel when placing the mouse over the "Slave Trader" in the Commons buildings section in Campaign modes is now displayed as green instead of red (as it's a positive affect).

The first building in the equipment chain (E.g. Workshop for Hellenic, Quartermaster for Eastern etc.) can no longer be bypassed by converting from another faction's equipment chain without researching.

Technologies are now required to create the Level 4 Jewelsmith building, to prevent an exploit.

Improved ship melee/ramming target selection in battles.

Fixed boarding mode button state issues when attempting to board a ship in battle.

In battles, men who have already boarded an enemy ship no longer jump into the sea once their ship has started to sink or back onto their sinking ship. (Men who remain on the sinking ship still jump into the water.)

Improved Advisor lip sync in various pieces of advice in Campaign modes.

Clicking the "Square" special ability as a unit is attempting to man a siege tower will no longer stick the siege tower to that unit in battles.

When an agent is selected in Campaign mode, and the player right clicks on a settlement to sabotage the enemy, the menu will no longer act erratically.

When the player had a subject to deal with in the politics screen and the subject had an infamy effect, this effect once seen persisted in being shown for all other characters even if the subject is dismissed. This has been fixed.

Fix for some misaligned text on a tooltip displayed when a settlement with a port is blockaded by an enemy, and the player selects the enemy and places the mouse over the settlement.

Improved small glitches with Campaign selection markers and Forced March visual effects sometimes being displayed in the wrong positions when units move.

Fixed some inconsistent ability names for General Skill Types.

In Campaign mode, Roman "Basilica of X" temples have now been renamed to "Precinct of X".

Fixed the tooltip when placing the mouse over the Columns I, II and III for War Exercises, Warrior Code, Tribal Economy and Druidic Council technology trees in the Technology Panel in Campaign modes.

Two pieces of advice from the Battlefield Advisor relating to flanking were mixed up in Italian and Spanish. These have now been corrected.

Fixed a couple of instances where what the Battlefield Advisors was saying did not match the text displayed in Spanish.

Some steep terrain in a Greek Minor Port battle map has been levelled out, to stop ships from going under the beach when they disembark.

Improvements to the wall connectivity in a Greek Port battle map.

Boiling oil poured from gate houses in battles will look better where it intersects with the ground.

Improved impact animations when pig carcasses hit the ground when fired as poison rounds form artillery in battles.

While crossing rivers in battles, units footsteps now default to mud sounds instead of water sounds.

Fix for a small hole in the terrain in a Greek Minor Port battle map.

When the player is defending in a siege battle from Campaign mode, and the enemy partially capture a Victory Point on the battle map, then the player re-gains control of the Victory Point, the Battlefield Advisor will no longer say "Our enemy have lost a victory point".

Fix for the Battlefield Advisor sometimes referring to the players own reinforcements as "Enemy Reinforcements" during battles.